The Gradient Editor allows you to quickly edit a gradient made of more break points with more colors involved. It also managed the alpha transparency through the Location percentage value. After you have made your gradient you can quickly create a new preset by clicking on the New button:
Create two slightly different gradients and choose them as the two gradients in the Color over Lifetime sub module. We will finish with something like in this picture:

We are going now to tweak the renderer sub module of the particle system, to tweak the visual aspect of the individual particle and give a better overall feeling to the seashore water breeze clouds:
- Change the actual material into the ParticleWaterSpraySoft material
- Set 0.1 instead of 0 in the minimum particle size
The final look of the first part of the Renderer submodule will look like the next picture:

The last step will be to position and rotate the SeaBreeze GameObject in a way that will satisfy the final look. We could have used collisions at World level for each particle through the Collisions module, and that would look wonderful, but this is way too expensive for a game in most of the situations:

We can finally test our Particle System with the Play button in the Scene view, and see its overall behaviour in the Scene view, of course, consider the fact that the player camera will see the particles from a different angle, so here, hit Play and test the game to see the final result.